Ran the bisect the task asked for. The same pawn, unchanged, in two maps: ReviewMap, flat floor Z 200 -> 188 -> 174 -> 157 -> 87 vZ -208 -> -663 falls correctly DemoMap, on the street Z 486 -> 920 -> 1126 -> 1385 vZ ~0 teleports up DemoMap, 60 m away Z 291 -> 467 -> 920 -> 1343 vZ +1595 launches DemoMap, 25 m up Z 2496 -> 2664 -> 3068 -> 3434 vZ +1509 launches at once So the pawn, its physics asset, its wheels, its mass and its movement component all work: on a plain floor it falls and settles. Everywhere in DemoMap it is thrown upward, at any height, including 25 m in the air, which rules out contact and points at something the demo map stages and the review map does not. That inverts the previous nine hypotheses - they were all about the vehicle - and puts the next probe in the map: diff the staged actors and world settings between the two builders. Pawn parked; the bisect numbers are in the task.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.